Just look at the ThrowBall() function. It shows how to move a dynamic body with linear velocity.
You can also use the angular velocity command to get it to roll. FYI both commands take a vector in world space.

The coffee is lovely dark and deep,and I have code to write before I sleep.

Officially as of today they declined my offer of vehicles physics code for AGK.
So it looks like AppGameKit Tier1 will have limited physics. It is possible in Tier 2 C++ for you to
develop your own vehicle physics but it will take extensive knowledge of Bullet physics and
AGK core.

The coffee is lovely dark and deep,and I have code to write before I sleep.

Quote: "Officially as of today they declined my offer of vehicles physics code for AGK.
So it looks like AppGameKit Tier1 will have limited physics. It is possible in Tier 2 C++ for you to
develop your own vehicle physics but it will take extensive knowledge of Bullet physics and
AGK core. "

Alright, I thought it could be done, as shown in your thread [WIP AGKv2 Tier2] 3D Physics Raycast Vehicle Controller https://forum.thegamecreators.com/thread/216651
It seems I read it too fast
Perhaps you could pack & sell it as a plugin for AppGameKit by yourself... Oh well.

Quote: "And I notice that since you said TGC declined the offer of vehicle physics, this useful thread is no longer pinned"

Well that only hurts the AppGameKit community. I guess there is not much point in adding anymore demos.
I thought that they would take these demos and add them to the AppGameKit download for all users to get access.
Well good luck with your projects AppGameKit users.

P.S. I guess that was news that they did not want the community to know.
I was just being truthful so users understood what was possible now and in the future.

The coffee is lovely dark and deep,and I have code to write before I sleep.

It's to be expected really.
Just another 'token gesture' command set that isn't fully supported but has just enough support for TGC to claim that AppGameKit supports it.
It's becoming a common recurring theme wth all of AGKs 'features'

It is understandable though, it requires funding to continue to add new features to AGK.
Since this relies on new sales of AppGameKit only without support from current users.
You can only do what you can afford.

The coffee is lovely dark and deep,and I have code to write before I sleep.

I can't believe this. The ONLY developed game programming language left on the market that supports 3D officially and they drop the ball on important features. Not everyone wants and can run Unity or UE. Jeeez.
I guess the days of developing my own solution is closer than I wanted. Bummer.

Firstly, we are still developing and investing in AppGameKit. It's a very important part of our business which powers apps we have made and more we're developing. With mobile becoming more and more prevalent and important it's key that we keep AppGameKit up to date and relevant.

StabInTheDark Software helped us greatly when we were working on the features promised in the original Kickstarter. Recently they have developed more techniques and offered them to us. We could not reach agreement with them based on a number of factors. That's not to say we will not expand the 3D Physics in the future, it was mainly a decision based on our own plans we have for AppGameKit.

Just over six weeks ago we released V2.0.18 - the next key release V2.0.19 is coming soon and will be on Steam Beta in about a week.

* The big surprise add is Exporting to HTML5.
* There's also all these changes;
- Joystick X/Y commands on Windows will now return 0 instead of -1 if the axis doesn't exist
- Fixed instanced objects disppearing on Android if the app was sent to the background
- Fixed depth textures as render targets not working on Windows, they were being replaced by internal depth buffers
- Fixed transparent objects not rendering properly when drawn over the dynamic skybox
- Fixed loading shaders with more than about 4000 characters causing a crash if it uses lights or fog
- Add RunApp(), GetAppRunning(), and TerminateApp() commands to Windows
- Set Android sensor refresh rate to 60fps to try and improve the update frequency on some devices
- Transitioned Windows to use the image loading routine used by other platforms, should be no noticeable changes
- Removed the dependency on atls.lib on Windows which improves compatibility with Express versions of Visual Studio
- Updated Android lib to version r11b of the Android NDK
- Updated SetRenderToImage to use 24bit depth buffers instead of 16bit where possible
- Added Raspberry Pi support
- Modified OpenToRead and OpenToWrite to be able to access the GPIO pins on Raspberry Pi
- Added new sample project to demonstrate GPIO pin usage
- Fixed GetUnixFromDate not returning the correct value if the year parameter is a leap year
- Fixed an object getting incorrectly culled if it had more than one mesh
- Added shader guide to detail how to write shaders for use with AGK
- Added commands to get the size of an object or mesh
- Fixed CloneObject not copying animation names to the new object
- Changed SetCameraFOV command to accept an FOV value of 0 to generate an orthographic matrix instead of a projection matrix
- Increase Tier 1 stack size from 1024 to 32768 to allow more recursion
- Fixed SetLocalNotification not overwriting the message of an existing notification
- Fixed CancelLocalNotification causing future notifications to have a blank message

Moving forward we'll be aiming to keep AppGameKit as stable and bug free as possible. We'll keep listening to the community to see what's most important to you all.

I'm re-pinning this thread, it was a mistake to unpin it and I apologise for that.

Just wanted to add my thanks to Stab in the Dark for supplying the above demo's
being very new and pretty much clueless to 3d its very nice to see some of the commands in action
I am looking to make something in 3d a very basic game , pretty much just a one screen game
don't know quite what yet , but if I do come up with anything of interest I will post

Here is the last Demo which covers the character controller and ragdoll.
It has too many code files to post the snippet so I have attached the project to the first post
with the other downloads. I expect to see the character controller and ragdoll in everyone's project.
Unfortunately I think there is not enough AppGameKit coders left on the forums so I understand why they will not be adding
more physics to AGK.

The coffee is lovely dark and deep,and I have code to write before I sleep.

VanB said it best here. It's all about expectations and capabilities of the developer.
AGK has more abilities than 95% of its users. Those 95% wouldn't know where to start with anything more complex than AGK.

What I don't understand is why you have started posting so many negative comments about a product you contributed to. There must have been a point when you thought it was good, but now you have nothing positive to say about it at all. It was only a few months ago you were posting really cool stuff like free flight and hull decomposition.